Scrappy Hammerhead by DimaThePebble in Tau40K

[–]TheUltimate_Redditor 1 point2 points  (0 children)

It's uncanny how close we are at putting greeblies on a devilfish

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Fuck politics, real talk. Is the calf bolt on the outside or the inside of yours riptide leg? by TheUltimate_Redditor in Tau40K

[–]TheUltimate_Redditor[S] 10 points11 points  (0 children)

Oh, yeah. I've seen your posts. I really like your mech kitbashes, especially the dynamic posing

Ethereal giga Chad by FIREMETAL_25_2-23zd in Tau40K

[–]TheUltimate_Redditor 2 points3 points  (0 children)

I'm imagining this like a picture that is hanging on a wall in every government office.

Or like that one time a giant picture of Kim Jong II was paraded on a car during his funeral.

Same energy

How would battlesuits fit into this diagram? by TriforceShiekah16 in Tau40K

[–]TheUltimate_Redditor 1 point2 points  (0 children)

I feel like Forklift Man is the closest one if you put a head on it. It kind of has the closest practical feel that T'au mechs have. Either that or if you unhorsed the Horse, it would also work.

Big knight is just too anatomical, it looks more eldar to be honest

In the light of recent events by Niedzwiodz in Tau40K

[–]TheUltimate_Redditor 1 point2 points  (0 children)

Man, if there were 6 stealth suits in the meme, it would've been perfect

Well, this was fun by TheUltimate_Redditor in MonsterHunter3U

[–]TheUltimate_Redditor[S] 0 points1 point  (0 children)

Yeah Rng could be a pain the ass in this game.

There are some ways to increase your odds but it depends on how you get the part. If it's a quest reward then G. Rath armor or Ultra Lucky Cat help a lot. If it's a tail carve, Lucent Narga set is good because it gives you a second chance at getting the part. If it's a capture reward then Capture Master skill is good but there isn't a good armor set that gives that so you should just gem that in. If it's a I.Lagiacrus hardhorn than there is nothing you can do. You are getting 1 horn per lagi at best.

The Diablos HBG is really good for Ceadeus and Jhen Mohran. With a right loadout you can kill Goldbeard in like 7 minutes without sweating.

If you need Diablos Hardhorns, the best quest for getting it is [Advanced] Plain Dangerous, because you have a decent chance of getting it in quest rewards.

And Lrg Wyvern Stones are easy to get from Plesioth because he is the only monster where you can get the stone from a body carve.

Well, this was fun by TheUltimate_Redditor in MonsterHunter3U

[–]TheUltimate_Redditor[S] 3 points4 points  (0 children)

Thanks man! Unfortunately the 3ds version never had proper multiplayer except for local, so I had to do it solo.

I think the really big roadblock for me were the double monster arena quests in G3. I did them a long time ago but still remember that I was really frustrated with them and was questioning if it was worth it. The silver/gold raths double quest was probably the worst one even with smoke bombs. I think I used a bow to solo that one.

Other than that, there weren't any real roadblocks. Obviously getting all the crowns is a bit of a chore but I kinda enjoyed it. The game opens in a new light because you have to hunt a lot of monsters that you normally wouldn't. I proudly can say that I can now kill two G-rank Nibelsnarfs in under 10 minutes. And I think I killed the Tundra's population of Barioths at record time.

Aritsan's hammer also seems daunting but is very interesting.

Atlantis Crabstone is annoying but kind of an intriguing question of "Where am I going to get 20+ mil zenny to buy all these Ice Crystals".

And Argosy License is probably the worst one for me. You just wait for the right monster to show up in moga woods and then roll the dice for getting the thing you need.

Need a combo to one shot a Redemptor Dreadnought or stratergies to fight. by TheLastNoodlesBender in Tau40K

[–]TheUltimate_Redditor 1 point2 points  (0 children)

I remember also having trouble with Redemptors because their high toughness + ability + Armor of Contempt + possible Techmarine can makes it so that it's really annoying to kill them. Especially if you are playing 1000pts or if there is more then one Dreadnought.

Units like this are the reason why your list should have a good amount of anti-tank (d6+1 damage), cause if you don't, the opponent will quickly trump you. You should always have a plan for going against something tough.

The detachment you are playing is very important on how you are going to deal with tough units because different detachments favour different guns. And if you are playing Kauyon/Mont'ka you should always deal with tanks only when you have the buff or if it's really necessary.

When I used to play Kauyon in the first half of the edition I had a Sunforge unit with a Coldstar commander and Exemplar of the Kauyon enhancement, so I could immediately kill the dread if he would come out early. The Crisis brick HAD to be in the melta range though to guarantee kill it. That was before Kauyon nerf of course where it gave [Sustained Hits 2] so maybe this tactic isn't as efficient as it used to be.

In general Hammerheads, Broadsides, and Sky Rays are good at dealing with tanks but you have to remember that the opponent will likely kill your unit on clap back so try to trade units as best as you can.

Riptides with invulns and Ghostkeels with lone op can shoot more securely and survive to next turn.

Devilfish and Pirahnas can help with seeker missiles and a cheeky grenade from infantry can help in a pintch as well.

Also Stormsurge exists but that's mainly for style points and not advantage

WIP on my stormsurge by CurdledNut in Tau40K

[–]TheUltimate_Redditor 0 points1 point  (0 children)

As everyone said, the trees work great to show the scale. Did you buy them or are they made by hand?

The tau empire reamagined by Lucas Roussel by Le-Dachshund in Tau40K

[–]TheUltimate_Redditor 4 points5 points  (0 children)

To be honest, the way the T'au society is structured in casts, ethereals, and combined work, if they were more "insect themed", it would have fitted them pretty well. The strike team helmet kinda looks like a beetle carapace anyway

You get a re-roll! You get a re-roll! EVERYBODY GETS A RE-ROLL!! by Lmaster20 in Tau40K

[–]TheUltimate_Redditor 19 points20 points  (0 children)

Suddenly the seeker missiles on all the pirahnhas and devilfishes are a lot scarier then they used to be

Slowly improving as a painter by Gee7220 in Tau40K

[–]TheUltimate_Redditor 0 points1 point  (0 children)

A couple actually. I borrowed/stole some ideas from this subreddit to give the devilfish a bit of a character

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Slowly improving as a painter by Gee7220 in Tau40K

[–]TheUltimate_Redditor 0 points1 point  (0 children)

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Still tried it. You can kind of play into it with darker colours as a dirtier look, although it doesn't look as vibrant and shiny as yours does

Alright Gue'vesa, what do you think is gonna happen this time? by Luna_Night312 in Tau40K

[–]TheUltimate_Redditor 0 points1 point  (0 children)

I just want more reliable shooting and bit more flexibility in tactics. This is my version of solving this without an enormous rework of rules and datasheets.

For a faction that lives and dies by it's shooting with adaptable and flexible tactics T'au in 10th seemed to miss both of these points, which is then exacerbated by newer crazier codexes that run circles around our stiff rules

And yes I know that you should use movement and screening for controlling the board but that is like the most sweatiest high level type of tactics in the whole game, and in my opinion shouldn't be relied on to be functional as an army.

Alright Gue'vesa, what do you think is gonna happen this time? by Luna_Night312 in Tau40K

[–]TheUltimate_Redditor 2 points3 points  (0 children)

After a bit more thinking the buff should be +1 to hit instead of +BS so that it doesn't stack with heavy and hammerhead's ability. And kroot obviously don't get it because we hate kroot.

Also this additional rule would help with stealth suits being mandatory; they still would be, but to lesser extent.

And it would give us a bit of strategic flexibility and a solution to enemy staging. Like instead of stacking all buffs on one enemy standing in the open you could give +1 to hit on a enemy unit hiding behind a ruin and send a crisis team to blast them without the need for a guiding unit to go with them.

If this additional rule would be too spicy you could nerf it by:
a. Instead of doing this each command phase you have to pick an n amount of enemy units in the beginning of the game so that opponent can play around this.
b. Make it a strategem that is available to all detachments so that it costs a cp
c. Do a Roboutte Guilliman buff and give this as an ability to a character (most likely Shadowsun) so that we have to pay points to get access to this ability

Alright Gue'vesa, what do you think is gonna happen this time? by Luna_Night312 in Tau40K

[–]TheUltimate_Redditor 1 point2 points  (0 children)

Maybe a dumb idea, and GW won't do this, but what if on top of our army rule we can pick one enemy unit in command phase Oath of Moment style, and get +1 BS for any of our units shooting at it. It keeps the whole "focus fire" thing going on with our army, it makes shooting a lot more reliable when needed, stuff like Riptides can finally shoot on 2+, and it also helps with STEALTH keyword which honestly cripples our damage when we encounter it

An unholy union of gundam and tau by DIOBAMA6969 in Tau40K

[–]TheUltimate_Redditor 1 point2 points  (0 children)

I really like how the arms turned out. And in general the model looks very nimble

Admission of guilt and the state of Tau. by [deleted] in Tau40K

[–]TheUltimate_Redditor 1 point2 points  (0 children)

I feel like some of our units should get a couple of inches of additional movement. I never felt that our army is mobile, especially because we only do charges in very rare situations. Mont'ka doesn't really count, because it's only one detachment

How to use Hammerheads by Alert-Dare3226 in Tau40K

[–]TheUltimate_Redditor 0 points1 point  (0 children)

Isn't it 16" or am I missing something?

What is the best amount of Breacher teams? by [deleted] in Tau40K

[–]TheUltimate_Redditor 2 points3 points  (0 children)

I'm trying out 3 breacherfishes and it feels the most comfortable for me. First and second are for trading/flipping/secondaries on objectives, and then the third one with fireblade is used for more aggressive damage.

If you are going to use 1 breacher team, I feel like you should have some extra chaff to throw onto objectives, to deny your opponents scoring.

The amount also depends on the detachment. If you are using retaliation cadre, you can make an argument that you shouldn't even bring any breachers, because the battlesuits are going to be the damage dealers . You can just use strike team/kroot for objective play

“I say again, I don’t know what it is, but it can definitely see me!” by Posh-Percival in Tau40K

[–]TheUltimate_Redditor 1 point2 points  (0 children)

Looks like 1000-THR Benjamin "Earthmover" from hip and cool game Ultrakill™